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Showing content with the highest reputation on 2013-11-29 in all areas
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Just played a bit on one of the new maps that are going to be included in the Alpha15. And got some really nice perspectives. Just thought I'd share them. May they inspire people to try create similiar and even more awsome looking maps. enjoy the pictures PS: I may add that I disabled "restrict camera" from the dev. menu, to get interesting perspectives. Most of it won't been visible like that, in a regular match.3 points
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The backbone just isn't stable enough (we can't allow games crashing just because the translation isn't good). So it has to wait a bit until it's stable enough. Also, even the languages over 80% aren't all good. Some still need a lot of review.2 points
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Hahaha, the aura it's implemented to alpha 15. Are you using SVN if it's is, you can looking for Sanderd17 in implementation Aura task.(trac) Edit : Wow do fast Sanderd17 XD2 points
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2 points
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Last updated 08/03/2018 This thread is to keep track of the Art tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or commited by someone of the team. - Do not post suggestions. Create a new topic or use any suggestion thread. - Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter. - Do not post references. Use the relevant task thread. - LEGAL WAIVER: Please read this before contributing and abide by it. *We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve. Useful links: How to Import/export assets and bake AO maps in Blender3D Blender 3D UV unwrapping tips How to export animations from Blender3D to 0AD Tips & requirements of the engine: - Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals. - The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space. - We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain. - To get the correct scale it is very useful to import a building from the game into blender as a reference. SIMPLE TASKS ESSENTIAL TASKS BUILDINGS UNITS UNITS ANIMATIONS OPTIONAL TASKS BUILDINGS PROPS ANIMALS FLORA GEOLOGY UI Portraits1 point
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I usually don't like the low angle screenshots, but these look quite nice. I also think the preview image of the map is one of the best looking ones.1 point
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http://www.wildfiregames.com/forum/index.php?showtopic=15796 Is a general problem, the big one for Developers now. Is not a hardware problem is technical from programming. Try don't use AI and a random map called Anatolian Plateau.1 point
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No hero has an aura in A14. The auras feature is just implemented some time ago, and today, I added auras for most existing heroes. This will go into the next release. Here's the commit for the carthagian auras: http://trac.wildfiregames.com/changeset/142461 point
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You need the SVN version to have the engine, but your mod won't be there. The best thing to do is to set up your own repo for a mod (if it's open source, lots of places give free repos, like GitHub). When you have your own repo, you need to check out the game where you want, and you need to check out the repo so the path is recognised by the game (depends on your OS, see here for the paths). So for Windows, you can have the C:\Users\JohnDoe\Documents\My Games\0ad\mods\medieval directory. And you don't need the pmd converter. Most apps can read collada, but they can't read the old PMD format, and now everything is in collada anyway. Success with the mod.1 point
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Fix my mistake XD, it's possibly put in task to art. Some props for Christmas?1 point
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Puss hahaha happens I say sometimes Sandler17 instead Sanderd17, or Idawin instead Idanwin, happens when a Words is similar to other. XD hahaha.1 point
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It's called ActorEditor and it's invoked though the Atlas Editor but all of the unit definitions are in XML so editing directly with a text editor(notepad++/Windows or gedit/Linux) is quicker. Enjoy the Choice1 point
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If I remember correctly, AoE3 and AoE Online had very similar pathfinders but differed in whether all the units would immediately stop moving once the invisible 'formation controller' thing reached the group's target, or whether each individual would carry on to their assigned spot in the formation. But I can't remember which was which, and I can't remember why I chose the one that I did Running is not really about formations reaching the destination - it's needed for when the formation starts moving. If the invisible formation controller thing starts moving at the maximum speed of the units, then any unit that didn't start precisely in its assigned spot in the formation will never be able to catch up and reach its assigned spot while the formation is moving, no matter how long it continues moving. Similarly any unit that hits an unexpected obstacle (like another unit or a tree) will never be able to catch up again. It's necessary for either the units to move faster or the formation controller to move slower, at least until everyone has formed up. Units probably don't need to run quite as fast as they do now, though - they could be slower while still getting into formation quickly enough. And units separated by long distances shouldn't be considered part of a single formation anyway (so that they don't have to run across half the map to form up) - I think AoM/AoE3/etc did some kind of cluster detection when you gave a move order, so each cluster of units would move as an independent formation, until they got close enough to each other to merge into one. That can be added as an extra layer on top of the basic pathfinder and hopefully wouldn't complicate the lower layers.1 point
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Very nice ideas, I can imagine them right now, unfortunatelly, the speed of my hand is very limited. Thank you anyway!1 point
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Erik just wants to points out that you say "Eastern egg" (= egg from the east) while it should be "Easter egg" (= gift for a special occasion). But yeah, nothing against easter eggs.1 point